bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Transparent_Diffuse-out.txt
2012-10-07 20:41:18 -07:00

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Text

uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform samplerCube _LightTexture0;
uniform vec4 _LightColor0;
uniform vec4 _Color;
void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[3].xyz;
vec4 c_2;
vec4 tmpvar_3;
tmpvar_3 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color);
float tmpvar_4;
tmpvar_4 = tmpvar_3.w;
vec4 c_5;
c_5.xyz = ((tmpvar_3.xyz * _LightColor0.xyz) * ((max (0.0, dot (gl_TexCoord[1].xyz, normalize(gl_TexCoord[2].xyz))) * (texture2D (_LightTextureB0, vec2(dot (tmpvar_1, tmpvar_1))).w * textureCube (_LightTexture0, tmpvar_1).w)) * 2.0));
c_5.w = tmpvar_4;
c_2.xyz = c_5.xyz;
c_2.w = tmpvar_4;
gl_FragData[0] = c_2;
}